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Hierarchical LOD Reference

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This page details the buttons and properties that exist on the Hierarchical LOD Outliner.

Property and Interface Reference

HLOD Outliner Fully Expanded

HLOD Actions

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Below are the descriptions for the 3 buttons and slider that exist in the Hierarchical LOD Outliner.

Generate Clusters

This will generate spherical clusters of Static Mesh Actors in the scene that can be grouped. The way this is handled is by using the settings for each LOD settings specified under the LODSystem section of the HLOD Outliner.

Delete Clusters

This will delete all HLODs that have been previously setup in this level. This includes all generated proxy meshes as well as the clusters that have been setup. This will not wipe the previously set values or properties for the HLOD Levels.

Generate Proxy Meshes

When you generate the proxy meshes this will use the clustered LODs to merge these Actors together into a single asset. Depending on what settings you changed for the HLOD levels your static meshes will generate based on this. This can affect your materials, lightmaps, and various other properties as well.

Be aware that this process can take a very long time depending on your scene complexity and settings for your HLOD levels.

Forced Viewing Level

This will allow you to force a specific LOD level to be visible in the editor. This is helpful for debugging any LOD issues you may have.

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Hierarchical LOD Outliner Context Menus

The Hierarchical LOD Outliner has a few right-click context menus, below are how to access them and the options they present.

LOD Actor Context Menu

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Option

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Description

Select LOD Actor

Selects the LOD Actor in the viewport (same effect as left-clicking the cluster).

Select Contained Actors

Selects all the Actors contained in the LOD Cluster.

ForceView

Toggles the view of the HLOD Actor in the viewport.

Rebuild Proxy Mesh

Forces the right-clicked cluster to rebuild its proxy mesh.

Create Containing Hierarchical Volume

Creates a Hierarchical Volume around the Actors contained in the Cluster that can then be modified to encompass greater or fewer Actors.

Delete Cluster

Deletes the right-clicked Cluster.

Actor Context Menu

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Option

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Description

Remove From Cluster

Removes the right-clicked Actor from the Cluster.

Exclude From Cluster Generation

Excludes the right-clicked Actor from Cluster generation. If you wish to re-add the excluded Actor click and drag it from the World Outliner into the Cluster in the Hierarchical LOD Outliner.

Properties

Below, broken out by major section, are the properties that can be found in a Hierarchical LODSetup in the LODSystem panel located in the lower portion of the Hierarchical LOD Outliner interface.

Cluster Generation Settings

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Property

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Description

Desired Bound Radius

This is not guaranteed but used to calculate filling factor for auto clustering.

Desired Filling Percentage

This is not guaranteed but used to calculate filling factor for auto clustering.

Min Number of Actors to Build

Min number of Actors to build LODActor.

Mesh Generation Settings

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Property

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Description

Transition Screen Size

The screen radius a mesh object should reach before swapping to the LOD Actor. When the parent LOD displays it won’t display any of the children.

Merge Settings

Generate Light Map UV

Whether to generate a lightmap UV for a merged mesh.

Target Light Map UVChannel

The target UV channel to assign the lightmap UV.

Target Light Map Resolution

The lightmap resolution set for the merged mesh.

Pivot Point at Zero

Whether a merged mesh should have a pivot at the World Origin, or at the first merged Actor from a generated cluster.

Merge Physics Data

Whether to merge the collision primitives when combining the Actors.

Merge Materials

Whether to merge source materials into one flat material.

Bake Vertex Data

Incorporates painted vertex colours into model/baked out material.

Use Vertex Data for Baking Material

Whether or not vertex data such as vertex colours should be used when baking out materials.

Use Landscape Culling

Whether or not to use available landscape geometry to cull away invisible triangles.

Material Settings

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Property

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Description

Texture Size

Size of the generated BaseColor texture map.

Texture Sizing Type

Texture Sizing Type Description

Type

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Description

Use TextureSize for all material properties

Will use the value entered into Texture Size for sizing.

Use automatically biased texture sizes based on TextureSize

This creates a biased set of {normal:diffuse:otherproperties} textures using the ratio of {1:0.5:0.25} so if the texture size is set to 512 it will output a 512 normal map, 256 diffuse map and 128 map for roughness specular etc (diffuse is clamped to 32x32 and roughness specular etc to 16x16

Use per property manually overridden texture sizes

Enables the per texture overrides, and uses those values instead of Texture Size.

Use Simplygon’s automatic texture sizing

Uses Simplygon's sizing.

Normal Map

Whether to generate a Normal map.

Metallic Map

Whether to generate a Metallic map.

Metallic Constant

Allows to you set a roughness constant value in place of a texture map.

Roughness Map

Whether to generate a Roughness map.

Roughness Constant

Allows to you set a roughness constant value in place of a texture map.

Specular Map

Whether to generate a Specular map.

Specular Constant

Allows to you set a roughness constant value in place of a texture map.

Emissive Map

Whether to generate a Emissive map.

Diffuse Texture Size

Override for the Diffuse Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

Normal Texture Size

Override for the Normal Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

Metallic Texture Size

Override for the Metallic Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

Roughness Texture Size

Override for the Roughness Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

Specular Texture Size

Override for the Specular Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

Emissive Texture Size

Override for the Emissive Texture Size. Enabled when Texture Sizing Type is set to Use per property manually overriden texture sizes.

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